#define GD_KEY_CHAR 12
#define GD_COMMENT_CHAR 13
+// pointer to tile bitmap (which may be prepared with level-specific colors)
+static Bitmap *gd_tile_bitmap = NULL;
+// pointer to reference tile bitmap (without level-specific colors)
+static Bitmap *gd_tile_bitmap_reference = NULL;
+
// screen area
Bitmap *gd_screen_bitmap = NULL;
// graphic info for game objects/frames and players/actions/frames
struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
+static inline int c64_png_colors(int r, int g, int b, int a)
+{
+ static const int c64_png_cols[] =
+ {
+ // ABGR
+
+ /* 0000 */ 0, // transparent
+ /* 0001 */ 0,
+ /* 0010 */ 0,
+ /* 0011 */ 0,
+ /* 0100 */ 0,
+ /* 0101 */ 0,
+ /* 0110 */ 0,
+ /* 0111 */ 0,
+ /* 1000 */ 1, // black - background
+ /* 1001 */ 2, // red - foreg1
+ /* 1010 */ 5, // green - amoeba
+ /* 1011 */ 4, // yellow - foreg3
+ /* 1100 */ 6, // blue - slime
+ /* 1101 */ 3, // purple - foreg2
+ /* 1110 */ 7, // black around arrows (used in editor) is coded as cyan
+ /* 1111 */ 8, // white is the arrow
+ };
+
+ int c = ((a >> 7) * 8 +
+ (b >> 7) * 4 +
+ (g >> 7) * 2 +
+ (r >> 7) * 1);
+
+ return c64_png_cols[c];
+}
+
void set_cell_size(int s)
{
cell_size = s;
return out_of_window;
}
+// returns true, if the given surface seems to be a c64 imported image.
+static boolean surface_has_c64_colors(SDL_Surface *surface)
+{
+ boolean has_c64_colors = TRUE; // default: assume C64 colors
+ const unsigned char *p;
+ int x, y;
+
+ if (surface->format->BytesPerPixel != 4)
+ return FALSE;
+
+ SDL_LockSurface(surface);
+
+ for (y = 0; y < surface->h && has_c64_colors; y++)
+ {
+ p = ((unsigned char *)surface->pixels) + y * surface->pitch;
+
+ for (x = 0; x < surface->w * surface->format->BytesPerPixel && has_c64_colors; x++)
+ if (p[x] != 0 && p[x] != 255)
+ has_c64_colors = FALSE;
+ }
+
+ SDL_UnlockSurface(surface);
+
+ return has_c64_colors;
+}
+
+// sets one of the colors in the indexed palette of an sdl surface to a GdColor.
+static void set_surface_palette_color(SDL_Surface *surface, int index, GdColor col)
+{
+ if (surface->format->BytesPerPixel != 1)
+ return;
+
+ SDL_Color c;
+
+ c.r = gd_color_get_r(col);
+ c.g = gd_color_get_g(col);
+ c.b = gd_color_get_b(col);
+
+ SDL_SetPaletteColors(surface->format->palette, &c, index, 1);
+}
+
+// takes a c64_gfx.png-coded 32-bit surface, and creates a paletted surface in our internal format.
+static SDL_Surface *get_tile_surface_c64(SDL_Surface *surface, int scale_down_factor)
+{
+ static SDL_Surface *tile_surface_c64 = NULL;
+ static unsigned char *pixels = NULL;
+ int width = surface->w;
+ int height = surface->h;
+ int out = 0;
+ int x, y;
+
+ if (!surface_has_c64_colors(surface))
+ return NULL;
+
+ if (surface->format->BytesPerPixel != 4)
+ Fail("C64 style surface has wrong color depth -- should not happen");
+
+ if (tile_surface_c64 != NULL)
+ SDL_FreeSurface(tile_surface_c64);
+
+ checked_free(pixels);
+
+ pixels = checked_malloc(width * height);
+
+ SDL_LockSurface(surface);
+
+ for (y = 0; y < height; y++)
+ {
+ unsigned int *p = (unsigned int *)((char *)surface->pixels + y * surface->pitch);
+
+ for (x = 0; x < width; x++)
+ {
+ int r = (p[x] & surface->format->Rmask) >> surface->format->Rshift << surface->format->Rloss;
+ int g = (p[x] & surface->format->Gmask) >> surface->format->Gshift << surface->format->Gloss;
+ int b = (p[x] & surface->format->Bmask) >> surface->format->Bshift << surface->format->Bloss;
+ // should be:
+ // a = (p[x]&surface->format->Amask) >> surface->format->Ashift << surface->format->Aloss;
+ // but we do not use the alpha channel in sdash, so we just use 255 (max alpha)
+
+ pixels[out++] = c64_png_colors(r, g, b, 255);
+ }
+ }
+
+ SDL_UnlockSurface(surface);
+
+ // create new surface from pixel data
+ tile_surface_c64 =
+ SDL_CreateRGBSurfaceFrom((void *)pixels, width, height, 8, width, 0, 0, 0, 0);
+
+ if (tile_surface_c64 == NULL)
+ Fail("SDL_CreateRGBSurfaceFrom() failed: %s", SDL_GetError());
+
+ if (scale_down_factor > 1)
+ {
+ SDL_Surface *surface_old = tile_surface_c64;
+ int width_scaled = width / scale_down_factor;
+ int height_scaled = height / scale_down_factor;
+
+ // replace surface with scaled-down variant
+ tile_surface_c64 = SDLZoomSurface(surface_old, width_scaled, height_scaled);
+
+ // free previous (non-scaled) surface
+ SDL_FreeSurface(surface_old);
+ }
+
+ return tile_surface_c64;
+}
+
+static Bitmap *get_tile_bitmap_c64(GdCave *cave, SDL_Surface *surface)
+{
+ static Bitmap *tile_bitmap_c64 = NULL;
+
+ if (surface == NULL)
+ return NULL;
+
+ if (tile_bitmap_c64 != NULL)
+ FreeBitmap(tile_bitmap_c64);
+
+ // set surface color palette to cave colors
+ set_surface_palette_color(surface, 0, 0);
+ set_surface_palette_color(surface, 1, gd_color_get_rgb(cave->color0));
+ set_surface_palette_color(surface, 2, gd_color_get_rgb(cave->color1));
+ set_surface_palette_color(surface, 3, gd_color_get_rgb(cave->color2));
+ set_surface_palette_color(surface, 4, gd_color_get_rgb(cave->color3));
+ set_surface_palette_color(surface, 5, gd_color_get_rgb(cave->color4));
+ set_surface_palette_color(surface, 6, gd_color_get_rgb(cave->color5));
+ set_surface_palette_color(surface, 7, 0);
+ set_surface_palette_color(surface, 8, 0);
+
+ // create bitmap from C64 surface
+ tile_bitmap_c64 = SDLGetBitmapFromSurface(surface);
+
+ return tile_bitmap_c64;
+}
+
+void gd_prepare_tile_bitmap(GdCave *cave, Bitmap *bitmap, int scale_down_factor)
+{
+ static SDL_Surface *tile_surface_c64 = NULL;
+ static Bitmap *gd_tile_bitmap_original = NULL;
+
+ // check if tile bitmap has changed (different artwork or tile size selected)
+ if (bitmap != gd_tile_bitmap_original)
+ {
+ // check if tile bitmap has limited C64 style colors
+ tile_surface_c64 = get_tile_surface_c64(bitmap->surface, scale_down_factor);
+
+ // store original tile bitmap from current artwork set
+ gd_tile_bitmap_original = bitmap;
+
+ // store reference tile bitmap from current artwork set (may be changed later)
+ gd_tile_bitmap_reference = bitmap;
+ }
+
+ // check if tile bitmap should be colored for next game
+ if (tile_surface_c64 != NULL)
+ {
+ // set tile bitmap to bitmap with level-specific colors
+ gd_tile_bitmap = get_tile_bitmap_c64(cave, tile_surface_c64);
+ }
+ else
+ {
+ // no special tile bitmap available for this artwork set
+ gd_tile_bitmap = NULL;
+ }
+}
+
+void gd_set_tile_bitmap_reference(Bitmap *bitmap)
+{
+ gd_tile_bitmap_reference = bitmap;
+}
+
+Bitmap *gd_get_tile_bitmap(Bitmap *bitmap)
+{
+ // if no special tile bitmap available, keep using default tile bitmap
+ if (gd_tile_bitmap == NULL)
+ return bitmap;
+
+ // if default bitmap refers to tile bitmap, use special tile bitmap
+ if (bitmap == gd_tile_bitmap_reference)
+ return gd_tile_bitmap;
+
+ return bitmap;
+}
+
#if DO_GFX_SANITY_CHECK
// workaround to prevent variable name scope problem
static boolean use_native_bd_graphics_engine(void)
int tile = game->element_buffer[y][x];
int frame = game->animcycle;
struct GraphicInfo_BD *g = &graphic_info_bd_object[tile][frame];
+ Bitmap *tile_bitmap = gd_get_tile_bitmap(g->bitmap);
boolean is_movable = (can_move(tile) || can_fall(tile) || is_pushable(tile) || is_player(tile));
boolean is_movable_or_diggable = (is_movable || is_diggable(game->last_element_buffer[y][x]));
boolean is_moving = (is_movable_or_diggable && dir != GD_MV_STILL);
// if game element not moving (or no smooth movements requested), simply draw tile
if (!is_moving || !use_smooth_movements)
{
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
+ blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size, sx, sy);
return;
}
tile_last = O_SPACE;
struct GraphicInfo_BD *g_old = &graphic_info_bd_object[tile_last][frame];
+ Bitmap *tile_bitmap_old = gd_get_tile_bitmap(g_old->bitmap);
- blit_bitmap(g_old->bitmap, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
+ blit_bitmap(tile_bitmap_old, dest, g_old->src_x, g_old->src_y, cell_size, cell_size, sx, sy);
}
// get cave field position the game element is moving from
int old_y = cave->gety(cave, x + dx, y + dy);
int tile_from = game->element_buffer[old_y][old_x] & ~SKIPPED; // should never be skipped
struct GraphicInfo_BD *g_from = &graphic_info_bd_object[tile_from][frame];
+ Bitmap *tile_bitmap_from = gd_get_tile_bitmap(g_from->bitmap);
boolean old_is_player = is_player(tile_from);
boolean old_is_moving = (game->dir_buffer[old_y][old_x] != GD_MV_STILL);
boolean old_is_visible = (old_x >= cave->x1 &&
if (!old_is_moving && !old_is_player)
{
// redraw game element on the cave field the element is moving from
- blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
+ blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
sx + dx * cell_size, sy + dy * cell_size);
game->element_buffer[old_y][old_x] |= SKIPPED;
int itercycle = MIN(MAX(0, game->itermax - game->itercycle - 1), game->itermax);
int shift = cell_size * itercycle / game->itermax;
- blit_bitmap(g->bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
+ blit_bitmap(tile_bitmap, dest, g->src_x, g->src_y, cell_size, cell_size,
sx + dx * shift, sy + dy * shift);
// special case: redraw player snapping a game element
if (old_is_visible && old_is_player && !old_is_moving)
{
// redraw game element on the cave field the element is moving from
- blit_bitmap(g_from->bitmap, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
+ blit_bitmap(tile_bitmap_from, dest, g_from->src_x, g_from->src_y, cell_size, cell_size,
sx + dx * cell_size, sy + dy * cell_size);
}
}